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Overview
Normally, when you send a network message you perform four steps:
Since the focus of RakNet is to allow you, the end-user, to quickly develop applications, Remote Procedure Calls were built into RakNet to streamline this process down to what you actually need in your code:
Step 1: Tell the network system to allow a function to be called using RPC: You can't just call any function on the remote system with RPC, or else this would open up your servers to hacks. You must first tell the network system to allow a function, defined with a particular prototype, to be called. This is done as follows: // Define a C function to be called void MyFunction(char *input, int numberOfBitsOfData, PlayerID sender) {} // A pointer to the client RakClient *rakClient; // A macro to assign the function to the client REGISTER_AS_REMOTE_PROCEDURE_CALL(rakClient, MyFunction); You use a similar process for the server. Note that function names must be composed of a string with only characters from a-z and is not case sensitive. This is done for encryption and compression reasons. Step 2: (Optional) Encode your data The RPC method of your server or client can take either a (char*) with a length or a Bitstream. This is equivalent to creating your packet. Step 3: Call the RPC method The RPC method of your server or client can take either a (char*) with a length or a Bitstream. Note that the parameters for the server are the same as with Send and will handle timestamping for you the same way. Step 4: Handle the call on the remote system Assuming all went well, you will get a packet with the identifier ID_RPC. Pass this directly to your server or client method "HandleRPC." The function you specified on the remote system will now be called. If it wasn't called it could be several things:
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void functionName(char *input, int numberOfBitsOfData, PlayerID sender)
All RPC functions should be C functions that use the specified prototype. input will point to a stream of bytes that is whatever data you passed when you made the call. numberOfBitsOfData is just that - how many bits you sent. Note that if you parse this to a BitStream constructor, the BitStream constructor wants bytes of data. To convert bits of bytes, assuming you have at least one bit, use (numberOfBits-1)/8+1. The last parameter, sender, is UNASSIGNED_PLAYER_ID for the server or the PlayerID of a particular client. As stated above, function names must be composed of a string with only characters from a-z and is not case sensitive. |
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Index Creating Packets Sending Packets Receiving Packets Bitstreams |